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  • 【Game】模拟经典游戏超级玛丽

    这个程序模拟的红白机上的经典游戏超级玛丽。


    MyTimer头文件

    // 程序名称:精确到微秒的延时类(基于多媒体定时器)
    
    #pragma once
    #include <windows.h>
    
    class MyTimer
    {
    private:
    	LARGE_INTEGER m_clk;	// 保存时钟信息
    	LONGLONG m_oldclk;	// 保存开始时钟和结束时钟
    	int m_freq;		// 时钟频率(时钟时间换算率),时间差
    
    public:
    	MyTimer();
    	void Sleep(int ms);
    	void Reset();
    };
    
    // 构造函数
    MyTimer::MyTimer()
    {
    	QueryPerformanceFrequency(&m_clk);
    	m_freq = (int)m_clk.QuadPart / 1000;
    	
    	// 获得计数器的时钟频率
    	m_oldclk = 0;
    }
    
    // 延时
    void MyTimer::Sleep(int ms)
    {
    	unsigned int c = ms * m_freq;
    
    	if (m_oldclk == 0)
    	{
    		// 开始计时
    		QueryPerformanceCounter(&m_clk);
    		m_oldclk = m_clk.QuadPart;// 获得开始时钟
    	}
    
    	m_oldclk += c;
    	QueryPerformanceCounter(&m_clk);
    	if (m_clk.QuadPart > m_oldclk)
    		m_oldclk = m_clk.QuadPart;
    	else
    		do
    		{
    			::Sleep(1);
    			QueryPerformanceCounter(&m_clk);// 获得终止时钟
    		}
    		while(m_clk.QuadPart < m_oldclk);
    }
    
    // 重置延时器
    void MyTimer::Reset()
    {
    	m_oldclk = 0;
    }

    代码

    /************************************************************
       程序名称:超级蘑菇
       注:本游戏的每个算法思想都是由自己独立思考出来的,所以可能会有很
       多不完善以及错误的地方,在此也希望大家能指出程序中的bug或错误。
       游戏优点:使用了类和结构体,所以结构较为清晰明了。功能比较完全,包含图片和音乐。
       游戏缺点:由于没有太多时间,所以只设置了一关游戏,而且游戏地图很小。
    ************************************************************************/
    #include <graphics.h>
    #include <conio.h>
    #include <math.h>
    #include "MyTimer.h" // 一个保证精确延时的类
    #pragma comment(lib, "Winmm.lib") // 给游戏添加音乐要用到它
    
    #define G	9.8 // 重力加速度
    #define XSIZE	512 // 屏幕大小
    #define YSIZE	384
    #define X	64  // 主角起始位置
    #define Y	192
    #define W	32  // 主角的宽和高
    #define H	32
    #define STEP	4  // 主角走一步相距的像素个数
    #define HIGH	(2*role.w+1) // 主角跳跃的最大高度
     
    #define	CMD_LEFT	1  // 方向键的宏定义
    #define	CMD_RIGHT	2
    #define	CMD_UP		4
    #define CMD_DOWN	8
    #define CMD_SHOOT	16
    #define CMD_ESC		32
    int life;   // 全局变量,主角共有多少条生命
    int score;  // 全局变量,主角获得的分数
    struct ROLE
    {
        int id;
        int x;// 横坐标
        int y;// 纵坐标
        int w;// 图片宽度
        int h;// 图片高度
        int xleft;// 水平运动的左界限 
        int xright;// 水平运动的右界限
        int turn;// 精灵的运动方向
        int jump;// 精灵是否跳跃
        int iframe;// 加载第几副精灵图,这样就能让精灵看上去动起来了
    };
    struct MAP // 储存地图的结构体
    {
    	int id;
    	int x;
    	int y;
    };
    struct BULLET // 子弹的结构体
    {
    	int x;
    	int y;
    	int turn;
    	int iframe;
    	int id;
    };
    struct COINT // 硬币的结构体
    {
    	int x;
    	int y;
    	double iframe;
    };
    struct ENEMY // 敌人的结构体
    {
    	int id;
    	int x;
    	int y;
    	int turn;
    	int iframe;
    };
    class game // 整个游戏只设置了这一个类
    {
    private:
    	ROLE role;
    	MAP map[350];
    	BULLET bullet[20];
    	COINT coint[50];
    	ENEMY enemy[20];
    	IMAGE img_mapsky,img_p,img_map,img_ani,img_mapbk,img_home;
    	int xmapsky;// 背景天空的起始横坐标
    	int xmap;// 地图的起始坐标
    	double v0;// 精灵跳跃的初速度             
    	double h;				// 精灵跳跃的高度
    	double t;				// 精灵跳跃的时间
    	int ibullet;			// 第几颗子弹
    	int xbullet;			// 子弹的x坐标
    	int ybullet;			// 子弹的y坐标
    	int get_bullet;			// 是否获得武器,0表示没有获得,1表示已获得
    	POINT icoint;			// 储存硬币的坐标
    	POINT bomb[20];			// 储存哪些地方爆炸了的坐标
    	POINT temp;				// 临时坐标。储存哪些地方爆炸了的坐标
    	double score_frame;		// 下面3个double型的变量用于控制各自图片的帧,以实现动画的效果。如画面中的流水
    	double bomb_frame;
    	double mapbk_frame;
    	int win;				// 玩家是否过关
    	int pause;				// 玩家是否按Esc(暂停键)
    public:
    	game();
    	~game();
    	void start();// 处理游戏开始的界面,和按暂停键后的界面
    	void init();// 初始化各项变量
    	void move();// 控制主角移动
    	void show();// 显示画面
    	int isdie();// 判断主角是否已死
    	int  GetCommand();// 获取控制命令
    	void left();// 主角向左运动
    	void right();// 主角向右运动
    	void up();// 主角跳跃
    	void init_shoot();// 初始化发射子弹
    	void fall();// 主角自由落体或者向上跳跃
    	int is_l_touch(int id);	// 主角的左边是否碰到墙或敌人,以及敌人是否碰到陆地的左边界
    	int is_r_touch(int id);	// 主角的右边是否碰到墙或敌人,以及敌人是否碰到陆地的右边界
    	int is_t_touch();// 主角的头是否碰到墙
    	int is_b_touch(int id);	// 主角是否踩到敌人。
    	int is_touch();	// 主角是否吃到金币
    	int is_land(ENEMY e);// 敌人是否站在陆地上
    	void getbullet();// 获取子弹
    	void shoot();// 发射子弹
    	int eat(BULLET b);// 子弹是否打到敌人或者墙壁
    	void end();// 处理游戏结束
    };
    game::game()
    {
    	initgraph(XSIZE,YSIZE);
    }
    game::~game()
    {
    	closegraph();
    }
    void game::start()
    {
    	if(pause==1)// 如果按了暂停键
    	{
    		BeginBatchDraw();
    		POINT points[4]={ {XSIZE/2-45, YSIZE/3}, {XSIZE/2+45, YSIZE/3}, {XSIZE/2+45, YSIZE/3+90}, {XSIZE/2-45, YSIZE/3+90} };
    		setfillcolor(GREEN);
    		fillpolygon(points, 4);
    		setbkmode(TRANSPARENT);
    		settextstyle(20,0,"黑体");
        	RECT r2={XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30};rectangle(XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30);
        	drawtext("回到游戏", &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
        	RECT r3={XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60};rectangle(XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60);
            drawtext("重新开始", &r3, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    	    RECT r4={XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90};rectangle(XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90);
        	drawtext(" 主 菜 单 ", &r4, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    		FlushBatchDraw();
    
    	    MOUSEMSG m;
        	while(true)
        	{
    			BeginBatchDraw();
        		m=GetMouseMsg();
        		switch(m.uMsg)
                {
    			case WM_LBUTTONDOWN:
    				EndBatchDraw();
    				if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3&&m.y<YSIZE/3+30)
        	     	    return;
        			else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+30&&m.y<YSIZE/3+60)
        			{
    					mciSendString("close all", NULL, 0, NULL);	
        				pause=0;
    					score=0;
        				return;
         			}
        			else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+60&&m.y<YSIZE/3+90)
    				{
    					mciSendString("close all", NULL, 0, NULL);	
    					pause=0;
    					score=0;
    					life=0;
    					cleardevice();
        				break;
    				}
        			else
        				break;
    			case WM_MOUSEMOVE:
    				RECT r;
    				int i;
    				for(i=0;i<3;i++)
    				{
    				    if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+i*30&&m.y<YSIZE/3+30+i*30)
    				    {
    					    r.left=XSIZE/2-45;
    					    r.top=YSIZE/3+i*30;
    					    r.right=XSIZE/2+45;
    					    r.bottom=YSIZE/3+30+i*30;
    						POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
    					    setfillcolor(RED);
    						fillpolygon(points, 4);
    						setbkmode(TRANSPARENT);
    						switch(i)
    						{
    						case 0:
    						    drawtext("回到游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    						    break;
    						case 1:
    						    drawtext("重新开始", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    							break;
    						case 2:
    						    drawtext(" 主 菜 单 ", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    							break;
    						}
    					}
    				    else
    				    {
    						if(getpixel(XSIZE/2-45+1,YSIZE/3+i*30+1)==RED)
    						{
    				       	    r.left=XSIZE/2-45;
    				            r.top=YSIZE/3+i*30;
    				       	    r.right=XSIZE/2+45;
    				       	    r.bottom=YSIZE/3+30+i*30;
    							POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
    			   		        setfillcolor(GREEN);
    			       			fillpolygon(points, 4);
    			       			setbkmode(TRANSPARENT);
    			        		switch(i)
    						    {
    				    		case 0:
    				    		    drawtext("回到游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				    			break;
    				    		case 1:
    				    			drawtext("重新开始", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				    			break;
    				    		case 2:
    				    			drawtext(" 主 菜 单 ", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				    			break;
    							}						
    						}
    						FlushBatchDraw();
    					}
    				}
    			}
    			if(pause==0)
    				break;
    		}
    	}
    	if(life==1||life==2)
    		return;
    	life=3;
    	score=0;
    	settextstyle(40,0,"方正舒体");	
    	RECT r1 = {0, 0, XSIZE, YSIZE/3};
    	drawtext("超级蘑菇", &r1, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    	settextstyle(20,0,"宋体");
    	RECT r2={XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30};rectangle(XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30);
    	drawtext("开始游戏", &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    	RECT r3={XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60};rectangle(XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60);
        drawtext("游戏介绍", &r3, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    	RECT r4={XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90};rectangle(XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90);
    	drawtext("操作说明", &r4, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    	RECT r5={XSIZE/2-45,YSIZE/3+90,XSIZE/2+45,YSIZE/3+120};rectangle(XSIZE/2-45,YSIZE/3+90,XSIZE/2+45,YSIZE/3+120);
    	drawtext("退出游戏", &r5, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    
    	int flag1=1,flag2=0,flag3=0;
    	MOUSEMSG m;
    	while(flag1==1)
    	{
    		BeginBatchDraw();
    		m=GetMouseMsg();
    		switch(m.uMsg)
    		{
    		case WM_LBUTTONDOWN:
    			EndBatchDraw();
    		    if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3&&m.y<YSIZE/3+30&&flag1==1&&flag2==0&&flag3==0)
    		    {
    				flag1=0;
    				break;
    			}
    			else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+30&&m.y<YSIZE/3+60&&flag1==1&&flag3==0)
    			{
    			    flag2=1;
    				cleardevice();
    				rectangle(50,50,213,220);
    				outtextxy(52,52,"游戏介绍:");
    				outtextxy(52,82,"超级玛丽变");
    				outtextxy(52,102,"身超级蘑菇。");
    				outtextxy(52,132,"开发者:");
    				outtextxy(52,152,"木子念念");
    				RECT R1={XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2};rectangle(XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2);
    	            drawtext("返回", &R1, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				break;
    			}
    			else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+60&&m.y<YSIZE/3+90&&flag1==1&&flag2==0)
    			{
    				flag3=1;
    				cleardevice();
    				rectangle(50,50,213,220);
    				outtextxy(52,52,"操作说明:");
    				outtextxy(52,72,"左移:A键");
    				outtextxy(52,92,"右移:D键");
    				outtextxy(52,112,"发射:J键");
    				outtextxy(52,132,"跳跃:W键/K键");
    				outtextxy(52,152,"暂停:Esc键");
    				RECT R2={XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2};rectangle(XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2);
    	            drawtext("返回", &R2, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				break;
    			}
    			else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+90&&m.y<YSIZE/3+120&&flag1==1&&flag2==0&&flag3==0)
    			    exit(0);
    			else if(m.x>XSIZE-46&&m.x<XSIZE-3&&m.y>YSIZE-26&&m.y<YSIZE-3&&(flag2==1||flag3==1))
    			{
    			    cleardevice();
    				flag1=0,flag2=0,flag3=0;
    				start();
    			}
    			else
    			    break;
    		case WM_MOUSEMOVE:
    			RECT r;
    			if(flag2==1||flag3==1)
    			{
    			    if(m.x>XSIZE-46&&m.x<XSIZE-3&&m.y>YSIZE-26&&m.y<YSIZE-3)
    				{
    				    r.left=XSIZE-46;
    				    r.top=YSIZE-26;
    			        r.right=XSIZE-2;
    					r.bottom=YSIZE-2;
    					POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
    				    setfillcolor(RED);
    					fillpolygon(points, 4);
    					setbkmode(TRANSPARENT);
    					drawtext("返回", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				}
    				else
    				{
    					if(getpixel(XSIZE-46+1,YSIZE-26+1)==RED)
    					{
    					    r.left=XSIZE-46;
    			         	r.top=YSIZE-26;
    			            r.right=XSIZE-2;
    			        	r.bottom=YSIZE-2;
    						POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
    						setfillcolor(BLACK);
    					    fillpolygon(points, 4);
    					    setbkmode(TRANSPARENT);
    					    drawtext("返回", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    					}
    				}
    			}
    			else
    			{
    			    for(int i=0;i<4;i++)
    				{
    				    if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+i*30&&m.y<YSIZE/3+30+i*30)
    				    {
    					    r.left=XSIZE/2-45;
    					    r.top=YSIZE/3+i*30;
    					    r.right=XSIZE/2+45;
    					    r.bottom=YSIZE/3+30+i*30;
    						POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
    					    setfillcolor(RED);
    						fillpolygon(points, 4);
    						setbkmode(TRANSPARENT);
    						switch(i)
    						{
    						case 0:
    						    drawtext("开始游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    						    break;
    						case 1:
    						    drawtext("游戏介绍", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    							break;
    						case 2:
    						    drawtext("操作说明", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    							break;
    					   	case 3:
    							drawtext("退出游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    							break;
    						}
    					}
    				    else
    				    {
    						if(getpixel(XSIZE/2-45+1,YSIZE/3+i*30+1)==RED)
    						{
    				       	    r.left=XSIZE/2-45;
    				            r.top=YSIZE/3+i*30;
    				       	    r.right=XSIZE/2+45;
    				       	    r.bottom=YSIZE/3+30+i*30;
    							POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
    			   		        setfillcolor(BLACK);
    			       			fillpolygon(points, 4);
    			       			setbkmode(TRANSPARENT);
    			        		switch(i)
    						    {
    				    		case 0:
    				    		    drawtext("开始游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				    			break;
    				    		case 1:
    				    			drawtext("游戏介绍", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				    			break;
    				    		case 2:
    				    			drawtext("操作说明", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				    			break;
    				    	   	case 3:
    				    			drawtext("退出游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    				    			break;
    							}
    						}
    					}
    				}
    			}
    			FlushBatchDraw();
    			break;
    			default:
    			    break;
    		 }
    	}
    }
    void game::init()
    {
    	if(pause==1)
    		return;
    	role.id=1;
    	role.x=X;
    	role.y=Y;
    	role.w=W;
    	role.h=H;
    	role.xleft=0;
    	role.xright=role.w*6+STEP;
    	role.iframe=1;
    	role.turn=1;
    	role.jump=0;
    
    	xmapsky=0;
    	xmap=0;
    	v0=0;
    	h=0;
    	t=0;
    	ibullet=-1;
    	icoint.x=-1;
    	icoint.y=-1;
    	score_frame=0;
    	bomb_frame=1;
    	mapbk_frame=1;
    	temp.x=-1;
    	temp.y=-1;
    	xbullet=41*role.w-10;
    	ybullet=4*role.h-25;
    	get_bullet=0;
    	win=0;
    	pause=0;
    	score=0;
    	int i;
    	for(i=0;i<350;i++)
        {
    		map[i].id=0;
    		map[i].x=-1;
    		map[i].y=-1;
    		if(i<50)
    		{
    			coint[i].x=-1;
    			coint[i].y=-1;
    			coint[i].iframe=1;
    		}
    		if(i<20)
    		{
    			bullet[i].id=0;
    			bullet[i].x=-1;
    	        bullet[i].y=-1;
    	        bullet[i].iframe=1;
    	        bullet[i].turn=-1;  
    
    			enemy[i].id=0;
       			enemy[i].x=-1;
    	        enemy[i].y=-1;
             	enemy[i].turn=1;
    	        enemy[i].iframe=1;
    
    			bomb[i].x=-1;
    			bomb[i].y=-1;
    	 	}
    	}
    	loadimage(&img_mapsky,"res\\mapsky.jpg",XSIZE,YSIZE*4);
    	loadimage(&img_p,"res\\role.gif");
    	loadimage(&img_map,"res\\map.gif");
    	loadimage(&img_ani,"res\\ani.gif");
    	loadimage(&img_mapbk,"res\\mapbk.gif");
    	loadimage(&img_home,"res\\home.jpg",XSIZE,YSIZE*5);
    
        mciSendString("open res\\背景音乐.mp3 alias mymusic1", NULL, 0, NULL);
    	mciSendString("open res\\子弹.mp3 alias mymusic2", NULL, 0, NULL);
    	mciSendString("open res\\金币.mp3 alias mymusic3", NULL, 0, NULL);
    	mciSendString("open res\\跳.mp3 alias mymusic4", NULL, 0, NULL);
    	mciSendString("open res\\子弹打到敌人.mp3 alias mymusic5", NULL, 0, NULL);
    	mciSendString("open res\\子弹撞墙.mp3 alias mymusic6", NULL, 0, NULL);
    	mciSendString("open res\\踩敌人.mp3 alias mymusic7", NULL, 0, NULL);
    	mciSendString("open res\\吃到武器.mp3 alias mymusic8", NULL, 0, NULL);	
    	mciSendString("open res\\胜利.mp3 alias mymusic9", NULL, 0, NULL);
    	mciSendString("open res\\死亡1.mp3 alias mymusic10", NULL, 0, NULL);
    	mciSendString("open res\\死亡2.mp3 alias mymusic11", NULL, 0, NULL);
    	                                       
    	for(i=0;i<300;i++)// 以下都是编辑地图
    	{
    		map[i].id=1;
    		map[i].x=i%100*role.w;
    		if(i<100)
    			map[i].y=9*role.h;
    		else if(i>=100&&i<200)
    			map[i].y=10*role.h;
    		else
    			map[i].y=11*role.h;
    	}
    	map[15].id=1,map[15].x=18*role.w,map[15].y=8*role.h;
    	map[115].id=1,map[115].x=19*role.w,map[115].y=8*role.h;
    	map[215].id=1,map[215].x=20*role.w,map[215].y=8*role.h;
    
    	map[16].id=1,map[16].x=21*role.w,map[16].y=8*role.h;
    	map[116].id=1,map[116].x=22*role.w,map[116].y=8*role.h;
    	map[216].id=1,map[216].x=23*role.w,map[216].y=8*role.h;
    
    	map[17].id=1,map[17].x=24*role.w,map[17].y=8*role.h;
    	map[117].id=1,map[117].x=25*role.w,map[117].y=8*role.h;
    	map[217].id=1,map[217].x=26*role.w,map[217].y=8*role.h;
    
    	map[300].id=2,map[300].x=10*role.w,map[300].y=6*role.h;
    	map[301].id=2,map[301].x=11*role.w,map[301].y=6*role.h;
    	map[302].id=2,map[302].x=12*role.w,map[302].y=6*role.h;
    
    	map[303].id=3,map[303].x=36*role.w,map[303].y=7*role.h;
    	map[304].id=3,map[304].x=44*role.w,map[304].y=7*role.h;
    
    	map[305].id=2,map[305].x=40*role.w,map[305].y=4*role.h;
    	map[306].id=2,map[306].x=41*role.w,map[306].y=4*role.h;
    	map[307].id=2,map[307].x=42*role.w,map[307].y=4*role.h;
    
    	map[308].id=2,map[308].x=13*role.w,map[308].y=6*role.h;
    
    	map[309].id=4,map[309].x=15*role.w,map[309].y=10*role.h;
    
    	map[310].id=5,map[310].x=19*role.w,map[310].y=6*role.h;
    	map[311].id=5,map[311].x=23*role.w,map[311].y=6*role.h;
    	map[312].id=5,map[312].x=32*role.w,map[312].y=7*role.h;
    	map[313].id=5,map[313].x=48*role.w,map[313].y=7*role.h;
    	map[314].id=5,map[314].x=52*role.w,map[314].y=7*role.h;
    	map[315].id=5,map[315].x=56*role.w,map[315].y=7*role.h;
    
    	map[316].id=3,map[316].x=80*role.w,map[316].y=7*role.h;
    	map[317].id=3,map[317].x=90*role.w,map[317].y=7*role.h;
    
    	map[318].id=2,map[318].x=62*role.w,map[318].y=6*role.h;
    
    	map[319].id=2,map[319].x=65*role.w,map[319].y=3*role.h;
    	map[320].id=2,map[320].x=66*role.w,map[320].y=3*role.h;
    	map[321].id=2,map[321].x=67*role.w,map[321].y=3*role.h;
    	map[322].id=2,map[322].x=68*role.w,map[322].y=3*role.h;
    	map[323].id=2,map[323].x=69*role.w,map[323].y=3*role.h;
    
    	map[349].id=6,map[349].x=97*role.w,map[349].y=7*role.h;
    
    	for(i=64;i<300;i+=100)
    	{
    		map[i].id=0;map[i].x=-1;map[i].y=-1;
    		map[i+1].id=0;map[i+1].x=-1;map[i+1].y=-1;
    		map[i+2].id=0;map[i+2].x=-1;map[i+2].y=-1;
    
    		map[i+7].id=0;map[i].x=-1;map[i].y=-1;
    		map[i+8].id=0;map[i+1].x=-1;map[i+1].y=-1;
    		map[i+9].id=0;map[i+1].x=-1;map[i+1].y=-1;
    
    		map[i+11].id=0;map[i].x=-1;map[i].y=-1;
    		map[i+12].id=0;map[i+1].x=-1;map[i+1].y=-1;
    		map[i+13].id=0;map[i+1].x=-1;map[i+1].y=-1;
    	}
    	map[64].id=4,map[64].x=64*role.w,map[64].y=10*role.h;
    	map[71].id=4,map[71].x=71*role.w,map[71].y=10*role.h;
    	map[75].id=4,map[75].x=75*role.w,map[75].y=10*role.h;
    
    	enemy[0].id=1;enemy[0].x=6*role.w;enemy[0].y=8*role.h;enemy[0].turn=1;enemy[0].iframe=1;
    	enemy[1].id=1;enemy[1].x=8*role.w;enemy[1].y=8*role.h;enemy[1].turn=1;enemy[1].iframe=1;
    	enemy[2].id=1;enemy[2].x=27*role.w;enemy[2].y=8*role.h;enemy[2].turn=1;enemy[2].iframe=1;
    	enemy[3].id=1;enemy[3].x=29*role.w;enemy[3].y=8*role.h;enemy[3].turn=1;enemy[3].iframe=1;
    	enemy[4].id=1;enemy[4].x=31*role.w;enemy[4].y=8*role.h;enemy[4].turn=1;enemy[4].iframe=1;
    	enemy[5].id=1;enemy[5].x=33*role.w;enemy[5].y=8*role.h;enemy[5].turn=1;enemy[5].iframe=1;
    	enemy[6].id=1;enemy[6].x=35*role.w;enemy[6].y=8*role.h;enemy[6].turn=1;enemy[6].iframe=1;
    	enemy[7].id=1;enemy[7].x=40*role.w;enemy[7].y=8*role.h;enemy[7].turn=1;enemy[7].iframe=1;
    	enemy[8].id=1;enemy[8].x=82*role.w;enemy[8].y=8*role.h;enemy[8].turn=1;enemy[8].iframe=1;
    	enemy[9].id=1;enemy[9].x=65*role.w;enemy[9].y=2*role.h;enemy[9].turn=1;enemy[9].iframe=1;
    	enemy[10].id=1;enemy[10].x=69*role.w;enemy[10].y=2*role.h;enemy[10].turn=1;enemy[10].iframe=1;
    	enemy[11].id=1;enemy[11].x=85*role.w;enemy[11].y=8*role.h;enemy[11].turn=1;enemy[11].iframe=1;
    
    	for(i=0;i<4;i++)
    	{
    		coint[i].x=(10+i)*role.w;
    	    coint[i].y=5*role.h;
    
    		coint[i+4].x=(67+i)*role.w;
    		coint[i+4].y=8*role.w;
    
    		coint[i+8].x=74*role.w;
    		coint[i+8].y=(4+i)*role.w;
    	}
    	for(i=12;i<18;i++)
    	{
    		coint[i].x=(83-12+i)*role.w;
    	    coint[i].y=6*role.h;
    
    		coint[i+6].x=(83-12+i)*role.w;
    		coint[i+6].y=7*role.w;
    	}
    }
    void game::move()
    {	
    	MyTimer tt;
    	int c;
    	int k=0;// 控制发射子弹的频率和敌人的移动速度
    	int n=0;// 控制发射子弹的频率
    	while(true)
    	{
    		tt.Sleep(25);
    		t=sqrt(2*HIGH/G)/14;		
    		k++;
    		if(k==1000)
    	    	k=0;
    		if(_kbhit()&&win==0)
    		{
    			c=GetCommand();
    	    	if(c&CMD_LEFT)
    	    		left();
    	    	if(c&CMD_RIGHT)
    				right();
    	    	if((c&CMD_UP)&&role.jump==0)
    				up();
    			if(c&CMD_ESC)
    			{
    				pause=1;
    				break;
    			}
    			if(c&CMD_SHOOT&&get_bullet==1)
    			{
    				if(n==0)
    			    {
    			    	init_shoot();
    			    	n=1;
    			    }
    				n++;
    				if(k%10==0&&n>10)
    			    {
    			    	init_shoot();
    			    }
    			}
    			else
    			    n=0;
    		}
    		if(-xmap+role.x==97*role.w)
    		{
    		    mciSendString("stop mymusic1", NULL, 0, NULL);
    			mciSendString("play mymusic9", NULL, 0, NULL);
    		}
    		if(-xmap+role.x>95*role.w)
    		{
    			
                win=1;
    			role.x+=STEP;
    			if(role.x-STEP>XSIZE)
    				break;
    		}
    		if(is_b_touch(1)==0)
    			role.jump=1;
    		if(role.jump==1)
    			fall();
    		if(isdie()==1)
    		{
    			mciSendString("stop mymusic1", NULL, 0, NULL);
    			mciSendString("play mymusic11", NULL, 0, NULL);
    			life--;
    			return;	
    		}
    		if(k%2==0)				// 敌人的运动
    		{
    	    	for(int i=0;i<20;i++)
    	    	{
    		    	if(enemy[i].id==1)
    		    	{
    		            if(is_land(enemy[i])==1)
    		            {
    		    	        if(enemy[i].turn==1)
    			    	        enemy[i].x+=STEP;
    			            else
    				            enemy[i].x-=STEP;
    			    	}
    		            if(is_land(enemy[i])==0||is_l_touch(3)==1||is_r_touch(3)==1)
    		            {
    		            	if(enemy[i].turn==1)
    		            		enemy[i].x-=STEP;
    		            	else
    		            		enemy[i].x+=STEP;
    		            	enemy[i].turn*=-1;
    		            }
    				    enemy[i].iframe*=-1;
    			    }
    	    	}
    		}
    		int boom=0;
    		if(is_b_touch(2)==1)			// 如果主角“踩到”敌人
    			boom=1;
    		getbullet();// 获取子弹
    		if(get_bullet==1)
    			shoot();
    
    		BeginBatchDraw();
    		show();
    		FlushBatchDraw();
    
    		if((is_l_touch(2)==1||is_r_touch(2)==1))
    		{
    			mciSendString("stop mymusic1", NULL, 0, NULL);
    			mciSendString("play mymusic10", NULL, 0, NULL);
    			life--;
    			pause=0;
    			putimage(role.x,role.y,role.w,role.h,&img_p,2*role.w,role.h,SRCAND);
    	        putimage(role.x,role.y,role.w,role.h,&img_p,2*role.w,0,SRCPAINT);
    		    return;
    		}
    	}
    }
    void game::show()
    {
    	if(xmapsky==-XSIZE)
    		xmapsky=0;
        putimage(xmapsky,0,&img_mapsky);	// 显示背景
    	putimage(XSIZE+xmapsky,0,&img_mapsky);
    
    	if(is_touch()==1)
    		score_frame=1;
    	if(score_frame!=0)					// 碰到硬币,显示得分
    	{		
    		switch((int)score_frame)
    		{
    		case 1:
    			putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,0,11*role.h,SRCAND);
    		    putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,0,10*role.h,SRCPAINT);
    			break;
    		case 2:
    			putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,role.w,11*role.h,SRCAND);
    			putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,role.w,10*role.h,SRCPAINT);
    			break;
    		case 3:
    			putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,2*role.w,11*role.h,SRCAND);
    			putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,2*role.w,10*role.h,SRCPAINT);
    			break;
    		case 4:
    			putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,3*role.w,11*role.h,SRCAND);
    			putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,3*role.w,10*role.h,SRCPAINT);
    			break;
    		default:
    			break;
    		}	
    		score_frame+=0.2;
    	    if(score_frame==5)
    		    score_frame=0;
    	}
    	int i;
    	for(i=0;i<350;i++)			// 显示地图,天空上的地图和硬币
    	{
    		if(map[i].id==1)
    		{
    			putimage(xmap+map[i].x,map[i].y,role.w,role.h,&img_map,0,0);
    		}
    		else if(map[i].id==2)
    		{
    			putimage(xmap+map[i].x,map[i].y,role.w,role.h,&img_map,0,role.h);
    		}
    		else if(map[i].id==3)
    		{
    			putimage(xmap+map[i].x,map[i].y,2*role.w,2*role.h,&img_map,0,9*role.h);
    		}
    		else
    		{
    		    if(map[i].id==4)
    		    {
    		    	switch((int)mapbk_frame)
    		    	{
    		    	case 1:
    		    		putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,10*role.h,SRCAND);
    		    	    putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,8*role.h,SRCPAINT);
    		    		break;
    		    	case 2:
    		   	     	putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,10*role.h,SRCAND);
    		     		putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,8*role.h,SRCPAINT);
    			    	break;
    	    		default:
    	    			break;
    	    		}	
    		    }
    			else if(map[i].id==5)
    		    {
    		    	switch((int)mapbk_frame)
    		    	{
    		    	case 1:
    		    		putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,2*role.h,SRCAND);
    		    	    putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,0,SRCPAINT);
    		    		break;
    		    	case 2:
    		   	     	putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,2*role.h,SRCAND);
    		     		putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,0,SRCPAINT);
    			    	break;
    	    		default:
    	    			break;
    	    		}	
    		    }
    			else if(map[i].id==6)
    			{
    				switch((int)mapbk_frame)
    		    	{
    		    	case 1:
    		    		putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,6*role.h,SRCAND);
    					putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,4*role.h,SRCPAINT);
    		    		break;
    		    	case 2:
    		   	     	putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,6*role.h,SRCAND);
    					putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,4*role.h,SRCPAINT);
    			    	break;
    	    		default:
    	    			break;
    	    		}	
    			}
    			mapbk_frame+=0.003;
    	        if(mapbk_frame>2.9)
    	   		{
    	   			mapbk_frame=1;
    	   		}
    		}
    		if(i<50)
    		{
    			if(coint[i].x!=-1||coint[i].y!=-1)
    			{
    				switch((int)coint[i].iframe)
    				{
    				case 1:
    					putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,0,9*role.h,SRCAND);
    				    putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,0,8*role.h,SRCPAINT);
    					break;
    				case 2:
    					putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,role.w,9*role.h,SRCAND);
    					putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,role.w,8*role.h,SRCPAINT);
    					break;
    				case 3:
    					putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,2*role.w,9*role.h,SRCAND);
    					putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,2*role.w,8*role.h,SRCPAINT);
    					break;
    				case 4:
    					putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,3*role.w,9*role.h,SRCAND);
    					putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,3*role.w,8*role.h,SRCPAINT);
    					break;
    				default:
    					break;
    				}	
    				coint[i].iframe+=0.125;
    			    if(coint[i].iframe==5)
    				    coint[i].iframe=1;
    			}
    		}
    	}
    	if(get_bullet==0)
    	{
    
    		switch((int)mapbk_frame)
    	 	{
    		    case 1:
    		   		putimage(xmap+xbullet,ybullet,52,25,&img_ani,0,12*role.h+25,SRCAND);
                    putimage(xmap+xbullet,ybullet,52,25,&img_ani,0,12*role.h,SRCPAINT);
    		    	break;
    		    case 2:
         	     	putimage(xmap+xbullet,ybullet,52,25,&img_ani,52,12*role.h+25,SRCAND);
                    putimage(xmap+xbullet,ybullet,52,25,&img_ani,52,12*role.h,SRCPAINT);
    			   	break;
    	    	default:
    	    	    break;
    	  	}	
    
    	}
    	for(i=0;i<20;i++)// 显示子弹
    	{
    		if(get_bullet==1)
    		{
    		    if(bullet[i].id==1)
    	        {
    	            if(bullet[i].iframe==1)
        	        {
    	            	putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,0,3*role.h,SRCAND);
        		        putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,0,2*role.h,SRCPAINT);
    	            }
        	        else
        	        {
        	        	putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,role.w,3*role.h,SRCAND);
        	        	putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,role.w,2*role.h,SRCPAINT);
            	    }	
                }
    		}
    		if(enemy[i].id==1)
    		{
    	    	if(enemy[i].iframe==1)				// 显示敌人
    	        { 
    		        putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,0,role.h,SRCAND);
        	        putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,0,0,SRCPAINT);
    	        }
    	        else
    	        {
    	        	putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,role.w,role.h,SRCAND);
    	        	putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,role.w,0,SRCPAINT);
    	        }
    	        
    		}
    		if(bomb[i].x!=-1||bomb[i].y!=-1)
    		{
    			switch((int)bomb_frame)
    			{
    			case 1:
    				putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,0,6*role.h,SRCAND);
    			    putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,0,4*role.h,SRCPAINT);
    				break;
    			case 2:
    				putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,2*role.w,6*role.h,SRCAND);
    				putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,2*role.w,4*role.h,SRCPAINT);
    				break;
    			case 3:
    				putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,4*role.w,6*role.h,SRCAND);
    				putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,4*role.w,4*role.h,SRCPAINT);
    				break;
    			case 4:
    				putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,6*role.w,6*role.h,SRCAND);
    				putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,6*role.w,4*role.h,SRCPAINT);
    				break;
    			default:
    				break;
    			}	
    			bomb_frame+=0.25;
    		    if(bomb_frame==5)
    			{
    				bomb[i].x=-1;
    			    bomb[i].y=-1;
    				bomb_frame=1;
    			}
    		}
    	}
    	int n=score;
    	char s1[20]="当前得分:";
    	char s2[10];
    	_itoa(n,s2,10);
    	RECT r1={10,10,110,40};
    	RECT r2={110,10,150,40};
    	settextstyle(20, 0,"宋体");
    	drawtext(s1, &r1, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    	drawtext(s2, &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    	if(role.iframe==1) // 显示主角
    	{
    		if(role.turn==1)
    		{
    		    putimage(role.x,role.y,role.w,role.h,&img_p,0,role.h,SRCAND);
        	    putimage(role.x,role.y,role.w,role.h,&img_p,0,0,SRCPAINT);
    		}
    		else
    		{
    			putimage(role.x,role.y,role.w,role.h,&img_p,4*role.w,role.h,SRCAND);
        	    putimage(role.x,role.y,role.w,role.h,&img_p,4*role.w,0,SRCPAINT);
    		}
    	}
    	else
    	{
    		if(role.turn==1)
    		{
    			putimage(role.x,role.y,role.w,role.h,&img_p,role.w,role.h,SRCAND);
        	    putimage(role.x,role.y,role.w,role.h,&img_p,role.w,0,SRCPAINT);
    		}
    		else
    		{
    			putimage(role.x,role.y,role.w,role.h,&img_p,3*role.w,role.h,SRCAND);
        	    putimage(role.x,role.y,role.w,role.h,&img_p,3*role.w,0,SRCPAINT);
    		}
    	}
    }  
    int game::isdie()
    {
    	if(role.y>=YSIZE)
    		return 1;
    	else
    		return 0;
    }
    int game::GetCommand()
    {
    	int c = 0;
    
    	if (GetAsyncKeyState('A') & 0x8000)
    		c |= CMD_LEFT;
    	if (GetAsyncKeyState('D') & 0x8000)
        	c |= CMD_RIGHT;
    	if ((GetAsyncKeyState('W') & 0x8000)||(GetAsyncKeyState('K') & 0x8000))
        	c |= CMD_UP;
    	if (GetAsyncKeyState('S') & 0x8000)
        	c |= CMD_DOWN;
    	if (GetAsyncKeyState('J') & 0x8000)
        	c |= CMD_SHOOT;
    	if (GetAsyncKeyState(VK_ESCAPE) & 0x8000)
        	c |= CMD_ESC;
    	return c;
    }
    void game::left()
    {
    	role.iframe*=-1;	
    	role.turn=-1;
    	role.x-=STEP;
    	
    	if(is_l_touch(1)==1)
    		role.x+=STEP;	
    	if(role.x<role.xleft)
          	role.x+=STEP;
    }
    void game::right()
    {
    	role.iframe*=-1;	
    	role.turn=1;
    	role.x+=STEP;
    	
    	if(is_r_touch(1)==1)
    		role.x-=STEP;
    	if(role.x>role.xright&&(-xmap+role.x<90*role.w))
    	{
        	role.x-=STEP;
    		xmapsky-=1;
    	    xmap-=STEP;
    	}
    }
    void game::up()
    {
    	mciSendString("play mymusic4 from 0", NULL, 0, NULL);
    	role.iframe*=-1;	
    	v0=-sqrt(2*G*HIGH);
    	role.jump=1;
    }
    void game::init_shoot()
    {
    	mciSendString("play mymusic2 from 0", NULL, 0, NULL);
    	ibullet++;
    	if(ibullet==20)
    		ibullet=0;
    	bullet[ibullet].id=1;
    	bullet[ibullet].y=role.y+8;
        bullet[ibullet].turn=role.turn;
    
    	if(bullet[ibullet].turn==1)
    		bullet[ibullet].x=role.x+10;
    	else
    		bullet[ibullet].x=role.x-26;
    }
    int game::is_l_touch(int id)
    {
    	int x,y;
    	int i;
    	if(id==1)						// id==1表示主角是否碰到id为1的地图,及游戏中黄色的地图
    	{
        	x=-xmap+role.x;
        	y=role.y;
        	for(i=0;i<350;i++)
        	{
        		if(map[i].id!=0&&map[i].id<4)
        		{
        			POINT m[2];
    
    			    m[0].x=map[i].x;
    			    m[0].y=map[i].y;
    
    		    	m[1].x=map[i].x+role.w;
    		    	m[1].y=map[i].y;
    
    				if(map[i].id==3)
    				{
    					if(((y-m[1].y)/role.h==0||(y-m[1].y-role.h)/role.h==0)&&x>m[1].x&&x<m[1].x+role.w)
    			    	    return 1;
    				}
    				else
    				{
    					if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x)
    			    	    return 1;
    				}
    		    }
    	    }
    	    return 0;
    	}
       	else if(id==2)	// id==2表示主角是否碰到敌人的左边
       	{
            x=-xmap+role.x;
           	y=role.y;
           	for(i=0;i<20;i++)
    		{
            	if(enemy[i].id!=0)
            	{
    		    	POINT m[2];  
    
    	    		m[0].x=enemy[i].x;
    	    		m[0].y=enemy[i].y;
    
    	    	   	m[1].x=enemy[i].x+role.w;
    		    	m[1].y=enemy[i].y;
    
    		    	if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x)  		
    	    			return 1;
    			}
    		}
    	    return 0;
    	}
    	else	// id==3表示敌人是否碰到地图的左边
    	{
    		int j;
    		for(j=0;j<20;j++)
    		{
    			if(enemy[j].id!=0)
    			{
        	        x=enemy[j].x;
        	        y=enemy[j].y;
    			
        	        for(i=0;i<350;i++)
    		        {
                		if(map[i].id!=0&&map[i].id<4)
                		{
                			POINT m[2];
         
    			            m[0].x=map[i].x;
    	        		    m[0].y=map[i].y;
    
    		            	m[1].x=map[i].x+role.w;
    		            	m[1].y=map[i].y;
    
    			         	if(map[i].id==3)
    			           	{
    			        		if(((y-m[1].y)/role.h==0||(y-m[1].y-role.h)/role.h==0)&&x>m[1].x&&x<m[1].x+role.w)
    			    	            return 1;
    		         		}   
    			        	else
    			        	{
    			        		if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x)
    			    	            return 1;
    				        }   
    					}
    				}
    			}
    		}
    		return 0;
    	}
    }
    int game::is_r_touch(int id)
    {
    	int x,y;
    	int i;
    	if(id==1)
    	{    
    	    x=-xmap+role.x+role.w;
    	    y=role.y;
    
    	    for(i=0;i<350;i++)
        	{
    	    	if(map[i].id!=0&&map[i].id<4)
    		    {
    			    POINT m[2];
     
        			m[0].x=map[i].x;
        			m[0].y=map[i].y;
    
        			m[1].x=map[i].x+role.w;
        			m[1].y=map[i].y;
    
    				if(map[i].id==3)
    				{
    					if(((y-m[0].y)/role.h==0||(y-m[0].y-role.h)/role.h==0)&&x>m[0].x&&x<m[1].x)
    			    	    return 1;
    				}
    				else
    				{
    					if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x)
    		    		    return 1;
    				}
    		    }
    	    }
    	    return 0;
    	}
    	else if(id==2)
    	{
    	    x=-xmap+role.x+role.w;
    	    y=role.y;
    
    	    for(i=0;i<20;i++)
    	    {
    		    if(enemy[i].id!=0)
    		    {
    		    	POINT m[2];
    
    			    m[0].x=enemy[i].x;
    		    	m[0].y=enemy[i].y;
     
        			m[1].x=enemy[i].x+role.w;
        			m[1].y=enemy[i].y;
    
    	    		if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x)
    		    		return 1;
    	    	}
    	    }
    	    return 0;
    	}
    	else
    	{
    		int j;
    		for(j=0;j<20;j++)
    		{
    			if(enemy[j].id!=0)
    			{
    			    x=enemy[j].x+role.w;
    	            y=enemy[j].y;
    			
    	            for(i=0;i<350;i++)
    		        {
    	            	if(map[i].id!=0&&map[i].id<4)
            		    {
    		        	    POINT m[2];
     
                			m[0].x=map[i].x;
                			m[0].y=map[i].y;
    
                			m[1].x=map[i].x+role.w;
        	        		m[1].y=map[i].y;
    
    			        	if(map[i].id==3)
    			        	{
    				        	if(((y-m[0].y)/role.h==0||(y-m[0].y-role.h)/role.h==0)&&x>m[0].x&&x<m[1].x)
    			    	            return 1;
    				        }
    				        else
    				        {
    					        if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x)
    		    		            return 1;
    				        }
    					}
    	            }
    			}
    		}
    		return 0;
    	}
    }
    int game::is_t_touch()
    {
    	int x,y;
    	x=-xmap+role.x;
    	y=role.y;
    
    	for(int i=0;i<350;i++)
    	{
    		if(map[i].id!=0&&map[i].id<4)
    		{
    			POINT m[2];
    
    			m[0].x=map[i].x;
    			m[0].y=map[i].y;
    
    			m[1].x=map[i].x;
    			m[1].y=map[i].y+role.h;
    
    			if((x-m[1].x)/role.w==0&&y>m[0].y&&y<m[1].y)
    				return 1;
    		}
    	}
    	return 0;
    }
    int game::is_b_touch(int id)
    {
    	if(id==1)
    	{
    	    int x,y;
    	    x=-xmap+role.x;
        	y=role.y+role.h;
    
    	    for(int i=0;i<350;i++)
    	    {
        		if(map[i].id!=0&&map[i].id<4)
        		{
        			POINT m[2];  
    
        			m[0].x=map[i].x;
    	    		m[0].y=map[i].y;
    
    	    		m[1].x=map[i].x; 
    		    	m[1].y=map[i].y+role.h;
    
    				if(map[i].id==3)
    				{
    					if(((x-m[0].x)/role.w==0||(x+role.w-m[0].x-2*role.w)/role.w==0)&&y>=m[0].y&&y<m[1].y)
    			    	    return 1;
    				}
    				else
    				{
    					if((x-m[0].x)/role.w==0&&y>=m[0].y&&y<m[1].y)
    			    	    return 1;
    				}
    			}
    		}
    	    return 0;
    	}
    	else if(id==2)
    	{
    		int x,y;
    	    x=-xmap+role.x;
    	    y=role.y+role.h;
    
        	for(int i=0;i<20;i++)
        	{
        		if(enemy[i].id!=0)
        		{
        			POINT m[2];
    
    	    		m[0].x=enemy[i].x;
    	    		m[0].y=enemy[i].y;
    
    		    	m[1].x=enemy[i].x;
    		    	m[1].y=enemy[i].y+role.h;
    
    		    	if((x-m[0].x)/role.w==0&&y>m[0].y&&y<m[1].y)
    				{
    			    	mciSendString("play mymusic7 from 0", NULL, 0, NULL);
    					score+=10;
    					bomb[i].x=enemy[i].x;
    		        	bomb[i].y=enemy[i].y;
    					enemy[i].id=0;
    			        enemy[i].iframe=-1;
    			        enemy[i].turn=1;
    		        	enemy[i].x=-1;
    		        	enemy[i].y=-1;
    		    		return 1;
    				}
    		    }
    		}
    	    return 0;
    	}
    	return 0;
    }
    int game::is_touch()
    {
    	int i,j;
    	POINT r[2];
    	r[0].x=-xmap+role.x;
    	r[0].y=role.y;
    	r[1].x=-xmap+role.x+role.w;
    	r[1].y=role.y+role.h;
    	for(i=0;i<50;i++)
    	{
    		if(coint[i].x!=-1||coint[i].y!=-1)
    		{
    			POINT c[4];
    
    			c[0].x=coint[i].x;
    			c[0].y=coint[i].y;
    
    			c[1].x=coint[i].x+role.w;
    			c[1].y=coint[i].y;
    
    			c[2].x=coint[i].x;
    			c[2].y=coint[i].y+role.h;
    
    			c[3].x=coint[i].x+role.w;
    			c[3].y=coint[i].y+role.h;
    
    		    for(j=0;j<4;j++)
    			{
    				if(c[j].x>=r[0].x&&c[j].y>=r[0].y&&c[j].x<=r[1].x&&c[j].y<=r[1].y)
    				{
    			    	mciSendString("play mymusic3 from 0", NULL, 0, NULL);
    					score+=20;
    					icoint.x=coint[i].x;
    					icoint.y=coint[i].y;
    
    					coint[i].x=-1;
    					coint[i].y=-1;
    					coint[i].iframe=1;
    
    					return 1;
    				}
    			}
    		}
    	}
    	return 0;
    }
    int game::is_land(ENEMY e)
    {
    	POINT r[2];
    	r[0].x=e.x;
    	r[0].y=e.y+role.h;
    
    	r[1].x=e.x+role.h;
    	r[1].y=e.y+role.h;
    
    	for(int i=0;i<350;i++)
    	{
    		if(map[i].id!=0&&map[i].id<4)
    		{
    			POINT m[3];
    
    			m[0].x=map[i].x;
    			m[0].y=map[i].y;
    			
    			m[1].x=map[i].x+role.w;
    			m[1].y=map[i].y;
    
    			m[2].x=map[i].x;
    			m[2].y=map[i].y+role.h;
    
    			if(e.turn==1)
    			{
    				if((r[1].x-m[0].x)/role.w==0&&r[1].y>=m[0].y&&r[1].y<m[2].y)
    			    	return 1;
    			}
    			else
    			{
    				if((r[0].x-m[1].x)/role.w==0&&r[0].y>=m[0].y&&r[0].y<m[2].y)
    			    	return 1;
    			}
    		}
    	}
    	return 0;
    }
    void game::getbullet()
    {
    	int i;
    	POINT r[2];
    	r[0].x=-xmap+role.x;
    	r[0].y=role.y;
    	r[1].x=-xmap+role.x+role.w;
    	r[1].y=role.y+role.h;
    
    	POINT b[4];
    	b[0].x=xbullet;
    	b[0].y=ybullet;
    
    	b[1].x=xbullet+52;
    	b[1].y=ybullet;
    
    	b[2].x=xbullet;
    	b[2].y=ybullet+25;
    
    	b[3].x=xbullet+52;
    	b[3].y=ybullet+25;
    	
    	for(i=0;i<4;i++)
    	{
    		if(b[i].x>=r[0].x&&b[i].y>=r[0].y&&b[i].x<=r[1].x&&b[i].y<=r[1].y)
    		{
    			mciSendString("play mymusic8 from 0", NULL, 0, NULL);
    			get_bullet=1;
    			xbullet=0;
    			ybullet=0;
    		}
    	}
    }
    void game::fall()           
    {
    
    	h=v0*t+G*pow(t,2)/2;
    	
        role.y+=(int)(h+0.5);
    	if(v0>=0)		// 自由落体
    	{
    		if(isdie()==1)
    			return;    
    		if(is_b_touch(1)==1)
    		{
    			v0=0;
    			role.y=role.y/role.h*role.h;
    			role.jump=0;
    		}
    	}
    	else			// 向上跳跃
    	{
    		if(v0>=0)
    			h=0;
    		else
    			role.y+=(int)(h+0.5);
    
    		if(is_t_touch()==1)
    		{
    			v0=0;
    			h=0;
    			role.y=role.y/role.h*role.h+role.h;
    		}
    	}
    	v0=v0+G*t;
    }
    void game::shoot()
    {
    	int i;
    	for(i=0;i<20;i++)
    	{
    		if(bullet[i].id==1)
    		{
    			
    	        if(bullet[i].turn==1)
    			{
    	     	    bullet[i].x+=2*STEP;
    			}
    			else
    			{
    		        bullet[i].x-=2*STEP;
    			}
    			if((bullet[i].x<(-3*role.w))||(bullet[i].x>XSIZE))
    			{
    		        bullet[i].id=0;
    				bullet[i].x=-1;
    	            bullet[i].y=-1;
    	            bullet[i].iframe=1;
    	            bullet[i].turn=1;	
    			}
    	        if(eat(bullet[i])==1)
    			{
    		        bullet[i].id=0;
    				bullet[i].x=-1;
    	            bullet[i].y=-1;
    	            bullet[i].iframe=1;
    	            bullet[i].turn=1;
    
    				bomb[i].x=temp.x;
    				bomb[i].y=temp.y;
    			}
    			bullet[i].iframe*=-1;
    		}
    	}
    }
    
    int game::eat(BULLET b)
    {
    	POINT r[4];
    	r[0].x=-xmap+b.x+role.w/2;
    	r[0].y=b.y;
    	r[1].x=-xmap+b.x+role.w;
    	r[1].y=b.y;
    	r[2].x=-xmap+b.x+role.w/2;
    	r[2].y=b.y+role.h/2;
    	r[3].x=-xmap+b.x+role.w;
    	r[3].y=b.y+role.h/2;
    
    	int i;
    	for(i=0;i<350;i++)
    	{
    		if(map[i].id!=0&&map[i].id<4)
    		{
    			POINT m[2];
    
    			m[0].x=map[i].x;
    			m[0].y=map[i].y;
    
    			if(map[i].id==3)
    			{
    				m[1].x=map[i].x+2*role.w;
    			    m[1].y=map[i].y+2*role.h;
    			}
    			else
    			{
    				m[1].x=map[i].x+role.w;
    			    m[1].y=map[i].y+role.h;
    			}
    
    			for(int j=0;j<4;j++)
    			{
    				if(r[j].x>m[0].x&&r[j].x<m[1].x&&r[j].y>m[0].y&&r[j].y<m[1].y)
    				{
    	                mciSendString("play mymusic6 from 0", NULL, 0, NULL);
    					temp.x=r[0].x-role.w/4;
    			        temp.y=r[0].y-role.w/4;
    					return 1;
    				}
    			}
    		}
    		if(i<20)
    		{
    	    	if(enemy[i].id==1)
    	    	{
    	    		POINT e[2];
    
        			e[0].x=enemy[i].x;
        			e[0].y=enemy[i].y;
    
    	    		e[1].x=enemy[i].x+role.w;
    				e[1].y=enemy[i].y+role.h;
    
    				for(int j=0;j<4;j++)
    			    {
    				    if(r[j].x>e[0].x&&r[j].x<e[1].x&&r[j].y>e[0].y&&r[j].y<e[1].y)
    			    	{
    						
    	                    mciSendString("play mymusic5 from 0", NULL, 0, NULL);
    						score+=10;
    			    		temp.x=enemy[i].x;
    			            temp.y=enemy[i].y;
    
    			    		enemy[i].id=0;
    		    			enemy[i].iframe=-1;
    		    			enemy[i].turn=1;
    		    			enemy[i].x=-1;
    		    			enemy[i].y=-1;
    
    				    	return 1;
    				    }
    			    }
    		    }
    		}
    	}
    	return 0;
    }
    void game::end()
    {
    	MyTimer tt;
    	EndBatchDraw();
    	if(isdie()==1||win==1)
    		pause=0;
    	if(pause==1)
    		return;
    	if(win==1)
    		tt.Sleep(5000);
    	else
    		tt.Sleep(2700);
    	mciSendString("close all", NULL, 0, NULL);	
    	tt.Sleep(1000);
    	
    	if(win==1)
    	{
    		pause=0;
    		score=0;
    		life=0;
    		mciSendString("open res\\通关.mp3 alias mymusic13", NULL, 0, NULL);
    	    mciSendString("play mymusic13", NULL, 0, NULL);
    		putimage(0,-3*YSIZE,&img_home);
    		tt.Sleep(7000);
    		mciSendString("close mymusic13", NULL, 0, NULL);
    	}
    	else
    	{
    		score=0;
    		if(life==0)
    		{
    			mciSendString("open res\\游戏结束.mp3 alias mymusic12", NULL, 0, NULL);
    	        mciSendString("play mymusic12", NULL, 0, NULL);
    			putimage(0,-YSIZE,&img_home);
    		    tt.Sleep(5500);
    	        mciSendString("close mymusic12", NULL, 0, NULL);
    		}
    		else
    		{
    			cleardevice();
    			outtextxy(XSIZE/2-43,YSIZE/3,"生命还剩下:");
    			if(life==1)
    				outtextxy(XSIZE/2,YSIZE/2-20,"1");
    			else if(life==2)
    				outtextxy(XSIZE/2,YSIZE/2-20,"2");
    			tt.Sleep(2000);
    		}
    	}
    	cleardevice();
    }
    void main()
    {
    	game g;
    	while(true)
    	{
    		g.start();
    	    g.init();
    		mciSendString("play mymusic1 repeat", NULL, 0, NULL);
    	    g.show();
            g.move();
    	    g.end();
    	}
    }
    
    =======================================================
    转载请注明出处:http://blog.csdn.net/utimes/article/details/8977555
    =======================================================
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  • 原文地址:https://www.cnblogs.com/javawebsoa/p/3100674.html
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